Hello,
I am having trouble with shadows in jME2. I am trying to render shadows in a simple application (two boxes and two dynamic Nodes (one box and one sphere) don't think it minds but jut in case…), but I am getting "lighted" shadows instead of dark/black ones… :?
I am using code partially borrowed from flagrust's lesson9 and the forums, by using a passmanager and two passed: first one RenderPass and then ShadowedRenderPass:
// ---- Passes and passmanager
passManager = new BasicPassManager();
//RenderPass (to render SkyBox first as it is only 10x10x10)
RenderPass rPass = new RenderPass();
rPass.add(skybox);
passManager.add(rPass);
//ShadowPass
ShadowedRenderPass shadowPass = new ShadowedRenderPass();
shadowPass.add(rootNode);
shadowPass.addOccluder(shadowTester); // jME's Box
shadowPass.addOccluder(phyBall); // jME-Physic's dynamic node
shadowPass.setRenderShadows(true);
shadowPass.setLightingMethod(ShadowedRenderPass.LightingMethod.Modulative);
passManager.add(shadowPass);
I have been playing with a ShadowTweaker to test it and I have success (dark shadows) by changing the parametres to:
Blend for Light Passes (S/D)
- DestinationColor (default)
- Zero or OneMinusDestinationAlpha instead of OneMinusSourceAlpha
Blend for Texture Pass (S/D)
- DestinationColor (default)
- Zero (default)
Are default blending parameters wrong or I am missing something? I know I'd rather use DirectionalShadowMapPass but in the future I'd like to cast shadows from near point lights (like a torch or something).
A screenshot is attached.
Thank you all!